import * as THREE from "three"
import  { OrbitControls, MapControls } from "three/examples/jsm/controls/OrbitControls";
class ForSelectModel {

    scene: THREE.Scene
    camera: THREE.OrthographicCamera
    renderer: THREE.WebGLRenderer
    mesh: THREE.Mesh

    controls: any
    clock: THREE.Clock = new THREE.Clock()
    T0: Date
    constructor() {
      var scene = new THREE.Scene();
      /**
       * 创建网格模型
       */
      // 头部网格模型和组
      var headMesh = sphereMesh(10, 0, 0, 0);
      headMesh.name = "脑壳"
      var leftEyeMesh = sphereMesh(1, 8, 5, 4);
      leftEyeMesh.name = "左眼"
      var rightEyeMesh = sphereMesh(1, 8, 5, -4);
      rightEyeMesh.name = "右眼"
      var headGroup = new THREE.Group();
      headGroup.name = "头部"
      headGroup.add(headMesh, leftEyeMesh, rightEyeMesh);
      // 身体网格模型和组
      var neckMesh = cylinderMesh(3, 10, 0, -15, 0);
      neckMesh.name = "脖子"
      var bodyMesh = cylinderMesh(14, 30, 0, -35, 0);
      bodyMesh.name = "腹部"
      var leftLegMesh = cylinderMesh(4, 60, 0, -80, -7);
      leftLegMesh.name = "左腿"
      var rightLegMesh = cylinderMesh(4, 60, 0, -80, 7);
      rightLegMesh.name = "右腿"
      var legGroup = new THREE.Group();
      legGroup.name = "腿"
      legGroup.add(leftLegMesh, rightLegMesh);
      var bodyGroup = new THREE.Group();
      bodyGroup.name = "身体"
      bodyGroup.add(neckMesh, bodyMesh, legGroup);
      // 人Group
      var personGroup = new THREE.Group();
      personGroup.name = "人"
      personGroup.add(headGroup, bodyGroup)
      personGroup.translateY(50)
      scene.add(personGroup);
  
      // 遍历场景对象scene  obj：每次遍历的对象
      scene.traverse(function(obj) {
        // if (obj.type === "Group") {
        //   console.log(obj.name);
        // }
        // if (obj.type === "Mesh") {
        //   console.log('  ' + obj.name);
        //   obj.material.color.set(0xffff00);
        // }
        // if (obj.name === "左眼" | obj.name === "右眼") {
        //   obj.material.color.set(0x000000)
        // }
        // 打印id属性
        // console.log(obj.id);
        // 打印该对象的父对象
        // console.log(obj.parent);
        // 打印该对象的子对象
        // console.log(obj.children);
      })
      // 打印场景id号   id号和创建对象的顺序有关
      // console.log(scene.id);
      // console.log(headMesh.id);
      // console.log(leftEyeMesh.id);
      // console.log(rightEyeMesh.id);
  
  
      // 遍历查找对象的子对象，返回name对应的对象（name是可以重名的，返回第一个）
      // var nameNode = scene.getObjectByName ( "左腿" );
      // nameNode.material.color.set(0xff0000);
      // 遍历查找对象的子对象，并返回id对应的对象
      // var idNode = scene.getObjectById ( 4 );
      // console.log(idNode);
      // 球体网格模型创建函数
      function sphereMesh(R:number, x:number, y:number, z:number) {
        var geometry = new THREE.SphereGeometry(R, 25, 25); //球体几何体
        var material = new THREE.MeshPhongMaterial({
          color: 0x0000ff
        }); //材质对象Material
        var mesh = new THREE.Mesh(geometry, material); // 创建网格模型对象
        mesh.position.set(x, y, z);
        return mesh;
      }
      // 圆柱体网格模型创建函数
      function cylinderMesh(R:number, h:number, x:number, y:number, z:number) {
        var geometry = new THREE.CylinderGeometry(R, R, h, 25, 25); //球体几何体
        var material = new THREE.MeshPhongMaterial({
          color: 0x0000ff
        }); //材质对象Material
        var mesh = new THREE.Mesh(geometry, material); // 创建网格模型对象
        mesh.position.set(x, y, z);
        return mesh;
      }
      // 坐标系辅助显示
      var axesHelper = new THREE.AxesHelper(200);
      scene.add(axesHelper);
      /**
       * 光源设置
       */
      //点光源
      var point = new THREE.PointLight(0xffffff);
      point.position.set(400, 200, 300); //点光源位置
      scene.add(point); //点光源添加到场景中
      //环境光
      var ambient = new THREE.AmbientLight(0x444444);
      scene.add(ambient);
      // console.log(point.id);
      // console.log(ambient.id);
      /**
       * 相机设置
       */
      var width = window.innerWidth; //窗口宽度
      var height = window.innerHeight; //窗口高度
      var k = width / height; //窗口宽高比
      var s = 100; //三维场景显示范围控制系数，系数越大，显示的范围越大
      //创建相机对象
      var camera = new THREE.OrthographicCamera(-s * k, s * k, s, -s, 1, 1000);
      camera.position.set(200, 300, 200); //设置相机位置
      camera.lookAt(scene.position); //设置相机方向(指向的场景对象)
      /**
       * 创建渲染器对象
       */
      var renderer = new THREE.WebGLRenderer();
      renderer.setSize(width, height); //设置渲染区域尺寸
      // renderer.setClearColor(0xb9d3ff, 1); //设置背景颜色
      document.body.appendChild(renderer.domElement); //body元素中插入canvas对象
  
      // 渲染函数
      function render() {
        renderer.render(scene, camera); //执行渲染操作
      }
      render();
      var controls = new OrbitControls(camera,renderer.domElement);//创建控件对象
      controls.addEventListener('change', render);//监听鼠标、键盘事件
  
    }
}

export {ForSelectModel}
